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@@Phantom24425 I started playing this in 2016. The game is a mere shadow of what it was. Bullcrap everywhere, events that you could do free to play now are wallet only, prices of real money things just go up and most of the time it's some bad ship. There's also the feeling of the ships being more like a toy than a giant steel thing in the water. (I really hate but I still like to play it from time to time) Still a fun game if you play with your friends, specially if it's PVE 😂 This is, in my opinion the best advantage that wows have over WT, the optipn ti grind and have fun with friends or alone doing PVE! (Sorry I get emotional over things that I have and love 😭)
It also makes your monthly kill per battle stats worse, because it counts as another respawn in the same battle, and the mechanic in arb uses respawns not battles
If you do this in combined you can respawn the plane without using a back up but you have to pay the increased cost to respawn a backup. You can use it to change weapon loadouts.
Actually Wargaming & Gaijin have been known to pull this multiple times in the past 2 years. But Gaijin kinda fails at it, because nobody in their right mind is going to support Naval over WoWs and that's where Wargaming is focusing their marketing.
Quick thing I need to add: If you play air arcade battles rather than or alongside air realistic "reload speed" is actually one of the most essential skills you can get, up there with both G-tolerance and Stamina.
@@piercecowley255 Ok fair for (especially early) Spitfires G-Tolerance and Stamina are more important skills than reloading. But when you're flying aircraft with guns larger than 7.7s weapon reload becomes more important, especially with cannon-heavy planes. I've been running 5.0 Russian as of late so reload speed really helps there.
my favourite feature in air realistic is when a dude decides to fly frontal into my plane and is completly unharmed while my plane gets destroyed every time xD
mine is the obligatory team kill because of the russian plane i fly the I-16. Yes, the Donkey from WW2. god forbid someone wants to fly a silly looking prop plane
Nah, you're forgetting about the one where you pepper someone's wings with MG fire for multiple seconds and it just makes pretty lights appear. Then someone with the EXACT same armament pulls up on you and tears your plane into five different pieces with one burst.
Compare the Black Widow in War Thunder (where the AIs are braindead) to the Black Widow in World of Warplanes (where they make logical decisions) and notice the VAST performance difference. WoWp spider will take on jets easily and that's after it got multiple nerfs.
Even worse you can't lock your guns forward. Which is something the P61 could do and usually did for non 'fly under and shoot up' missions. Imagine if you had your full frontal firepower. It's so depressing cos the p61 is absolutely my favorite American plane of WW2.
Honestly it's insane I use stealth for well.. stealth, it helps get the shot in against more maneuverable targets before they start turning and become harder to hit
8:21 For bf-109 specifically, if you need to decelerate fast, turn auto prop pitch off and set pitch to 100%, it turns the propeller into a super effective airbrake. Don’t use it for too long tho it burns the engine.
Set it to 100% with the throttle reduced around 0-20% , you wont encounter overreving as much (this happens bc you already have high rpm in and setting the prop pitch high will overrev it pretty fast)
@@ELITE-xn3sh It depends on how much deceleration you want, full throttle for half a second is useful in some really intense dogfight and 0% works great to prevent overspeed in high angle dive.
@@Brazmannslittlegamingcorner Nah, Me 109 and specific German planes are set different. They allow manual prop pitch, and the engine RPM is corresponding to the torque. If you adjust prop pitch on any other planes, 100% means it's at the finest without exceeding the RPM limit. If you put it below 100%, it's putting less stress, increasing the thrust over stress ratio. If you are near max speed, typically adjusting the prop pitch around 85~90% works the best. Don't do it on German props, the engine will break out of stress because Gaijin surely uses a different system for German props specifically for whatever the reason. If you are climbing, just set it at above 95% with max radiator. Radiators actually increase the drag tremendously, wisely adjust the radiators, they do actually matter. The top speed changes around 60kph depending on the aircraft.
I still remember 2013, when a lot of people were telling that energy fighting was the most important thing in this prop game, but wonna guess how many people could actually explain how it works? NONE. Not even "it's like a stamina bar in Skyrim that refills when you get more speed and depletes when you do maneuvers", only Speed = Energy. Yeah, thanks, fella, but how exactly am i supposed to use it? And when is it used? Only by meeting sertain people and flying with them i managed to learn SOMETHING, but not everything about energy fighting, this came much, much later. Also i never knew about belts thing like wtf why is it even like this.
remember when people where excited to see cobras being executed? You KNEW you were going to have a bad time if you were fighting spitfires and mustangs
energy fighting still is hard and depends on the plane not to mention all those boom and zoom enjoyers. which is just a sad excuse for a plane that cannot dogfight change my mind
If you want good info, check the IL-2 Compare (HSFX) application that is part of the HSFX mod for IL-2 1946, there is also an app version (IL-2 Plane Compare) of it on the google store. You will get comparison charts for Altitude vs TAS, Altitude vs Rate of Climb (ROC), climb speed vs. speed at Sea Level, turn times vs. Speeds. Sadly no turn rates, but you can compare your aircraft to another. Which is rather important if you want to see how to fight a certain aircraft.
Look up "climb speeds warthunder" in your browser and click the first result. It's literally that easy. For anyone even SLIGHTLY versed in aviation, they would have looked up this before they even reached rank II. Also, this is a very popular document (I see it linked quite often on the steam forums) so this guy isn't like enlightening us or something, and he definitely didn't make it lmfao. That link was the only half-decent thing about this entire video.
try using tracers on MG151/20s, you can see that the spread is absolutely horrendrous even with spaded cannons. Which means the more accurate and faster 15mm shells will 'feel' to hit harder because it will be way more consistant when it hits something. Not to mention the infamous APHE shell in the 20mm belts that makes your hits even more inconsistant
It's because the German 20mm is horribly modeled in-game compared to other 20mm cannons, for example, the Hispano. When before real-shatter the German cannons used to be pretty good because they did consistently decent damage, and Hispanos were awful for onlybsparking and doing zero damage, but after realshatter it completely flipped because the snail didn't model the mine shells properly. Meanwhile, the 15mm shell did get properly realshattered. 15mm got realshattered, 20mm got realshittered
@@theporschetiger all Realshatter did was reduce the number of fragements that are created by shells with a Fragmentation effect. so any shells that do not contain anything considered "fragmentation" are better to use. it did also change the pattern of fragments, but the number of fragments is so low with fragmentation shells that its honestly worthless. some guy did a comparison of each shell and how it performed before and after.
Hey I just wanted to make a correction to your very first point. It might effect every _aircraft_ gun in the game, but the shell speed is definitely not the same for tanks. The Bradley's M792 belt for example, used to be 1 APDS followed by 3 HE shells. This was a problem because when you locked onto planes to fire at them, only the APDS's shell was calculated for the lead indicator of the IRST. Every other shell fired from the cannon would fall waaaaaaay short. (They fixed this by just making the APDS the last shell in the belt btw.) You can see this easily with any other tank autocannon that fires mixed velocity belts. If you just shoot at range you'll see the shell separation, and you can test it as well by just trying to hit targets with different shells from your belt at different ranges.
It probably does work for every single *belted* cannon in the game. The thing is, while the velocity stays the same, the actual *velocity loss* does not. Individual rounds still have their own drag characteristics and will lose velocity at different rates. The APDS would have very little velocity loss compared to HE (smaller profile, much denser materials are used), so while the starting velocity might be the same, the HE would still lose velocity faster and lead to different leading required. This can be seen with this video from Alpakinator: ruclips.net/video/TCgWdNuoFpw/видео.html TL;DR: Gaijin's system is even more convoluted, where the first round decides the velocity of all remaining rounds, but each round still has its individual drag parameters.
Tanks have a pen stat despite having a lot of shells but dont show something vital like acceleration, stab cutoff, gun accuracy or even vertical gunlaying speed, or if it has commander override, or can swim
Stab cutoff is the same for all tanks 7kph for shoulder stop 24kph for single plane 70smrh for 2 plane Cmdr override is in xray, hp/ton gives a decent idea of acceleration But yea all that should be in the stat card
@@robertharris6092 Depends on how the power is measured, but I assume it's engine horsepower (rather than cars, which are usually given brake horsepower or wheel horsepower figures.) The drive train of a tank probably eats a lot of power, in WoT there are (hidden) ground resistance stats for soft/medium/hard terrain to account for this. Plus in War Thunder acceleration is also dependent on the driver crew skill (gear change speed).
Reload speed and stamina for gunners ARE useful, if u fly something like Ju-188/288 (its basically a fighter) or G8N1, bc u actually do black out while controlling gunners + reload speed affects in-air reload
Keen vision is actually quite important as you climb the plane tech trees because the faster vehicles shorten relative distances. - In early/mid props, an enemy (un)spotted at 6km and closing isn't a threat until maybe a minute later - In late props, he isn't a problem yet but you need a plan to deal with him soon-ish - In early/mid jets, you've got about 15 seconds before the enemy engages - In late jets, he's already slung a missile your way and is preparing another Until you start entering BVR territory, being able to see and ID threats visually increases your survivability by allowing you to control your engagements better.
1:45. I use stealth in preference to air-targets on MG 151 for 3 reasons 1) While Air Targets has more HEF, the APHE shells actually do reasonable damage (check w protection analysis) while the Incendiary Tracer does nothing (again, check this). Lets say the IT round does nothing, and the APHE is half as effective as the HEF. Then the Stealth has 4/5 effective rounds and the Air Targets 4.5/6, 0.8 vs 0.75 so stealth actually does slightly more damage. 2)Stealth has an inherent advantage since the opposing player cannot see the trajectory of your rounds and dodge accordingly. 3)In the air targets belt, 1 in 6 rounds is a tracer. This means that the tracers appear at a very low frequency. This limits the effectiveness of tracers for guiding your aim, since by the time the next tracer shell appears, enough time has passed for the enemy to have ever so slightly changed his trajectory. The problem is made much worse if you like to/need to use short burts. All in all, on belts with a low proportion of tracer rounds, tracers can actually throw off your aim instead of helping it. This is of course a personal preference thing.
I also just opted to go stealth on every plane back when i played for the reason of aiming. I felt like the tracers were misleading me more than they helped me and while in the beginning stealth belts will make you miss everything when you eventually get the hang of how to aim it felt way more consistent to me at least
The second point was always my reason for picking it. ARB players border on being precognitive on an off day and my scrub ass had to use any advantage I could find just to have a chance to sneak up on one.
@@Liniyka And to dig down further into the crew skills iceberg, the main reason behind investing skillpoints in g-tolerance and stamina + obligatory expert training is not the blackouts and retaining control during them, but the fact that higher g-tolerance makes your plane more responsive to mouse aim and allows you to pull quicker even without any g-load on pilot. And Stamina makes your plane go in a more straight line making you arrive somewhat faster and lose less energy on basic maneuvers. Your crosshair also becomes less swaying within mouse aim circle, letting you snipe on long range headons or other firing solutions much easier.
@@Juhzizwait, is this true? So the reason my plane is wiggling within the mouse aim reticle, even when I am not moving it and flying completely straight, is because of crew skills?
@@conehed1138 yes. Some planes wiggle even if you have maxed pilots stamina at certain speeds, like F8U2 or Su-7b but thats just instructor shenanigans.
5.6k hours in wt and I actually learned something new from a RUclips video. I never knew that muzzle velocity was based on first round from a belt. I'm surprised to finally learn something new lol
8:14 When flying the 109's I always set radiators to 60%, it is just enough to never overheat on WEP. And the more radiator is open, the more drag your plane has, and the more speed it loses; so I wouldn't open radiators more than I really need.
Propeller pitch is actually important as 100% pitch at 0% throttle acts as an airbrake, and can destroy German prop engines in only a few seconds (note that it does not act as an airbrake if the engine is turned off)
Oooh, I thought the engine being turned off would help with making it act more like an airbrake, but I guess speed lowering more when the engine is turned off only applies to jets. Thanks alot for this information.
@@hunlepto2239 it seems to slow down by having the engine run at high rpm without generating a lot of thrust, and turning it off kills all the rpm at 100% pitch
I am a bit weird and usually try to have repair speed for a plane lower than rearm speed, I only do this so I can take off with less fuel than minimum if I suffered insignificant damage(since some planes have ridiculously large amounts of fuel). Im also just weird and enjoy not getting yanked back to the start of the runway cause taking off with less runway is fun
Great guide, but as a long-time MEC user, the advice to just set radiators to 100% without care is not a good advice, given that radiator can produce very noticeable drag. Every plane in the game has a significant difference in MEC settings and proper usage of it can maximize your plane performance while just not overheating. I recommend MOBB's guides on the WT forums, he has amazing charts for every plane in the game, save French ones. Edit: I'm curious, but are you really sure the first round sharing velocity with every round is still a thing in the game? Because I just tested it in test flight, but the dispersion was noticeably bigger than when I used a pure belt.
In air simulator and helicopter battles landing completely undamaged in a random field will not count as a death and will not charge you silver lions. (Unless they changed it since the most recent update)
Assuming air and ground crew have the same hp system, i hit a crew member on a AA chassi so no material in the way just direct crew hit, in his hip with a 20mm AP, it passed through the hip and out the other side and left him light orange. Vitality can do a lot indeed.
@@johnboyxoxo yeah, its pretty much irrelevant when you consider .50s are coming out of a machine gun, at a high fire rate. one bullet is nothing. also its pretty funny that just upgrading a stat lets a human tank a 50 cal to the brain. truly, our pilots are brainless.
Prop pitch on Bf109 (and probably some other German planes) is an interesting thing. Compared to other planes, those are very sensitive, if you activate manual prop pitch: too high values cause a significant energy loss (like a good airbrake) and may destroy your engine. Use this feature cautiously!
On certain planes vitality can make a difference during fuel tank fires. For example, a pilot with 0 vitality will die before Wyvern's frontal tank burns out. Full vitality pilot (+expert+ ace) almost always survives this fire, even at the beginning of the battle when the tank has more fuel and therefore burns longer.
Yes, totally! I wish more people knew about MEC, it's saved my life on so many occasions! I remember one occasion in my Bf-109F-1 when my cooling was totalled and my engine was damaged, I managed to limp back to base with a combination of prop feathering/pitch and radiators to 100% from the middle of the map! (I forget which, but it was one of the 4-base summer maps) It also helps with multi-engined planes, prop feathering allows you to decrease the drag of a broken engine, giving you a higher chance of making it back to base. MEC would help so many fighter/bomber pilots thanks for mentioning it :) Also, I didn't know about leaving and returning in a match if your plane is undamaged, that's so useful!
Im pretty sure that a damaged engine that produces more drag then thrust is auto feathered or has its pitch and radiator set to 0 even without MEC and if thats NOT the case, gaijin is truly retarded, this is something i need to test fr
I avoided MEC for years because mixture and prop pitch can really mess you up if you don't set them right. My imagine my shock when I learned mixture is not modeled for 99% of aircraft and prop pitch should almost always be 100% Still wish you could automate supercharger gears, it's the only downside of using MEC
@@jmarttal Tested it, even on auto engine control, the plane will auto feather the prop. Btw, the main advantage is a technique known as prop breaking, and for some planes you can store some energy as rpm to use in a vertical but is seldom useful. The best way to use MEC in an actual flight is to use it as an airbrake, cut engine, set prop pitch to 100%, open radiators wide, Bois, mixture level makes absolutely no difference at all, you can see the fruits of your labor in the browser map, see the options menu you can find the setting, open map in browser. It will give you detailed info about all parts of ur plane
god damn about the ammo belts, i always thought that mg151 used stealth because they ensured the first bullet to shoot down the target, i didn't know about hte velocity this and everything else is a very much welcome information. I hope nobody lynches you for letting the cat out of the bag.
Just a tip for those of you that are daring enough. Some gunners in bombers and attackers can be very deadly IF you can fly ( dog fight ) while on gunner view. The RUclips channel Smigol is proof of this. And absolutely dominating and trolling enemy players whilst killing them with your gunner is one of the biggest *BIG*🍆 things you can do. The vitality and reload perk are important here because it affects the speed at which your gunner reloads. Weapon maintenance is also an important skill in this regard, allows you to fire for much longer without jamming ( useful for gunners for obvious reasons). Lastly over time you should max out the weapon accuracy and precision skill to help you out when you are playing CAS in ground RB and to give yourself the best chance to make it out alive while on a bombing run ( yes they can kill too, but it’s more of a diversion). Dogfighting unsuspecting enemy planes with bombers and attackers is very fun but a hard skill to develop. Feel free to ask any questions I’m happy to answer.
Back in the day when IL-28 was added and it was 6.7 I absolutely loved to fly it. It was unbeatable, you could kill anyone with those nasty 23mm guns. Later I switched to Canberra with guns, it was also a beast. Maneuverable, unlimited ammo and insane engines, albeit not very high top speed. Don't know about now, as I haven't played the game in years.
Another fun point regarding ammunition is the Hispano SAPI, it is an entire shitshow circus of its own: 1. First it was an HE with a 1,5m fuse delay. Meaning it was meaningless and had no kinetic damage since HE damage model only implements the chemical and fragmentation damage. 1.5 Then it became a functional HE, but with less filling. 2. In 2.19 it finally got a kinetic (AP) damage model and its filling was switched to the current, correct one (incendiary mixture with little to no HE features). BUT It had since then remained with the old HE fuse settings, that are 0,3m delay and 0,5mm sensitivity. That results in SAPI's kinetic damage being nullified if it doesn't xonnect with a module withing the 30cm after penetrating aircraft skin. Which is really not a lot, believe me. In some cases shooting a cockpit directly from the side won't kill the pilot because the SAPI will self-destruct in front of his face. And no, it shouldn't, because it relied on the energy of the collision and round deformation to ignite the composition. And a 130-140g round with an AP nose instead of a fuse flying at a muzzle velocity of 800+ m/s should not deform that much from penetrating 0,5mm of duralumin. During the trials it had to penetrate 60cm of sandbags as an example.
And yes, I'm also this petty about the matter because my bug reports on the topic have been ignore for 2 years straight despite having multiple sources and 0 contradictions.
8:45 another thing about the supercharger gear switch. Yes, you can play it by ear and switch when you feel like you are losing power, but the truth is that by the time you can feel that, it is far too late and you have already lost a lot of climb performance. 3-4km is just okay as a general rule. There are quite a few planes that switch between 2 and 3, like Yaks, and some planes that switch at even lower altitudes, like that bearcat you were flying. An easy way to remove thought is to download a program called WTRTI, which displays information about your plane measured in real time on the screen. Its not a cheat, its 100% allowed and what it can do is display your current engine power. So, if you switch gears and have LESS power, then its too early so switch back. If you switch gears and gain a LOT of power, you probably switched too late. Ideally you can time it so that the point where you switch gears is the point at which the Gear 2 power overlaps the Gear 1 power
You can slow down faster for landing by setting prop pitch, oil radiator and water radiator to 100% but be careful you can destroy some aircrafts engines by doing it.
A trick you can use in high G load pulls is setting pitch trim, if you set a button to put elevator trim +100% you can stay in the high G turn even though you are blacked out. For prop trim, it is good to learn how to drop it to low percentages in planes that are slow like Zeroes or Ki-43's during dives, cleaning up the drag from the propeller can make a world of difference when diving after faster aircraft.
10:40 Man, the plane's reload speed is REALLY USEFUL in plane arcade battles. And I personally only play with planes in the arcade, because I don't understand how realistic battles work, like, why am I forced to only use a single plane if I have 5 available? I spawn at the airfield and by the time I get to the combat zone I've already lost 10 minutes just flying there, and when I arrive I immediately die to a guy doing BoomNZoom above me.
I've used a differential in Rearm/Repair speed to rearm my plane without repairing (and thus refueling) the aircraft. That way you can take off again with a full load of whatever and greatly reduce fuel load. Only ever done it in the Wyvern.
Gayjin likes to fuck me over with the worst hit detection on my guns. I put points into reload speed so I can rearm quickly. It also helps when I carry bombs and want to drop them all for better air combat, but don't want to wait a fking eternity to get them back. Super useful on bombers and strike aircraft.
0:35 As someone who started playing "back in the days" and as someone who tested out every plane and ammo type and capabilities of...I still do the same. I just love finding out new little stuff by my own. Btw this video is on point 👌
When you play sim battles, some planes overheat also when you open radiators to 100%. A7M1 for example have different engine temps in realistic and sim battles.
reload speed actually matters in sim. in sim you dont get reloaded automatically with the repair. and if your fuel is not full at the reload, then another reload timer starts for reloading a fuel tank
As a tanker i never knew of the oil cooling mechanism. For tanks a useful mechanism is using manual mode for the transmission. The low driving skill for the crew can be negated if you use manual. And i still use it frequently with max crew because it gives me speed and torque control.
I think that you bit overstated ease of supercharger speed switching, with corsairs having 3 of them each different for almost every major version. Prop pitch is bit more complicated for Mustangs (which for some reason have only manual PP for Merlin version which is ahistorical as moust important feature pf mustangs where excellent PP governours), J21 which require MEC and manual PP control to be playable. 100% PP will increase your drag making your turns tigher while reducing it down will lessen effectiness of it but reduce drag making top speed faster
Rearm Speed is actually super useful in a niche case. If your plane is burdened with way too much fuel, you can keep one more point in rearm speed than repair. This allows you to land and only take ammo, you can skip refueling and making your plane heavy. This can surprise enemies late game. Many assume if you land, that you’ll be quite heavy taking off. Many planes really go crazy with only few minutes of fuel.
Fun add, the 150oct fuel on the spitfires change the base power on the Xray, except that not really for the sake of simplicity, just keep the max take off power setting in mind with that mod. Also i didn’t about the belt muzzle velocity of the first round so, thanks for the info 😮👍🏻
Please do a video about the BR interval in ground realistic battles. It is too wide (+1.0) and even if it results in unfair games, Gaijin still keeps it. Arguing about more variety (good reason, some countries don't have some BR) and that it improves retention. And that people hate waiting (now the matchmaking is almost immediate, if they did +0.7 in peak hours, it would be seconds, e.g. not a problem). Now I believe +1.0 matchmaking increases retention by putting every player top tier +1.0 in 10% of games. In those, he can shine, because +1.0 or +2.0 (because most people don't have full lineup) gives you great advantage, even greater than in planes. It gives the top player a dopamine boost, because he has great game, even if he plays bad overall. And then he is willing to suffer through 9 more games when he gets beaten, just to get his glorious top tier.
For the segment about bomber skills... they definitely do matter, G-Tol and Stamina still play a prominent roll in more manueverable bombers so you can pilot while still using your gunners to shoot back without them blacking out. Fire accuracy and precision increases their minimum engagement range and essentially makes their lead and cohesion better. And for some planes the number of experienced gunners increases the amount of crew they have. Namely things that have waist gunners and the like, without the upgrades it'd be one gunner to operate both guns, and with the upgrades you have a second gunner to operate the other gun.
Im actually curious as to what people bind their numpad to. I've seen so many different things. I got trim controls, right alt combo for head/seat position, left alt combo for radar position, and for ground its suspension (hydraulics)
actually vitality are not useless if you play at lower br, you wont be happy to get pilot sniped with 7.62mg all the time, while full vitality can survive 12.7mm round or if you're lucky 20mm
THE BELT THING! HOLY SHIT! I always felt like my lead would get messed up when I changed certain ammo types and figured there was a significant difference between like universal or ground targets but man that makes so much more sense.
another thing that i just realize recently: the AP/AP-T round on some belts are not always solid shot and is actually a pseudo APHE. this is important because when you fight head on you expect AP to be able to pilot snipe through the engine, but some AP explodes before it is anywhere near the cockpit compartment
Quick debunk here, no not all shells in the belt have the same velocity as the first round. Go test the Bradley with apds belt or even default (1 apds/1 he) and its a very clear difference in velocity. Idk if you are claiming this for air only, or clarify it is on specific guns cuz maybe that would be true since Gaijin is wildly incompetent in their explanations, but this definitely isn't true for all belts in game.
just so everyone knows the stat cards are done with no fuel in the plane and historstoicarcical data that is public inforfmation and people actually takeing there time to send in the data that they do it is always getting ajusted btw it will never be correct its just an aprrox without fuel
Vitality is actually some what useful, it could be the difference between that small piece of scrap killing your pilot and just injuring him. Your also playing realistic mode, some of the skills don't apply to anything but Simulation mode which I think you should mention in this video.
It's really weird that the game doesn't automatically adjust things like radiator values... kinda helpful to know this for 109's, since those overheat so bad w/ WEP (speaking of, I really wish there was an option to toggle a timer, like you can for fuel, so you can keep track of how much WEP you have left -- since some planes seem to have infinite WEP, and others have very limited WEP). Also leaving your plane after landing before the reload/repair timers are done, even if your plane LOOKS completely undamaged, can be... inconsistent, and there's a chance you bail-out and be considered dead -- but, you can freely J-out after the repair/reload is done and you can change your plane's loadout, fuel, ammo, etcetra.
I use stealth because I can't really depth percept with tracers anyway due to bullets already being super small and not seemingly changing in size as they get further away, and have a good enough sense where to lead without them. and i like the enemy not knowing they're getting shot at until their plane is already flaming and falling apart.
I swear the ammo belt speed has been changed in the last patch (at least ground RB). I can clearly see my AMX-13 DCA 40 (40mm spaa) having different bullet drop between AP and HE
I was about to comment that gaijin and wargaming have a lot of similarities with their modus operandi. Let's say the sponsor segment surprised me a little bit.
Cartridge velocity thats imposed on all rounds in the belt isnt even bad and its still better than literally any other game in existence in regards to variation and intuition
That information about the belts is probably gonna change everything about how I loadout my planes :O I wanna look into manual engine controls... don't know what I'll map them to, though, since I'm already using the numpad for missiles rockets and bombs ahaheheh ~
Isreal tech tree tips -it’s boring until merkavas -merkavas are a gamblers’ wet dream, you either continuously draw aces and don’t die or draw a friggen 2 and immediately die -the funny proxy fuse HE on the Merk 3+ is good
Fun fact, having rearm skill higher than repair can actually be detrimental to your return to the fight. This is because if you take damage to a wing where you have weapons and lose the wing part with the weapons, the rearm will go faster, rearm everything but the one on the damaged wing due to there being no hardpoint to put it on. You'll end up with 2 separate wait times, first for the repair and then another for the 2nd rearm unless you do the j out trick
Someone should do this for the Tanks too. Is Protection Analysis useful? What is volumetric in war thunder? How much Is RNG used in determining what can pen the armor? Why do certain shells with less TNT filler do as much or more damage post pen compared to the same caliber and type shell with 3 times the TNT? RNG? How much Bias actually exists in game ? etc etc.
Welcome to WT! Anyone else remember when Gaijin got caught putting a an extra armor plate into certain Russian tanks? Or how you can now take out the carousel autoloader on a T90M and nothing happens?
@@Liniyka maybe its just an illusion. I will test this with some different belts and see how far/how much drop shells get within a belt like the bradley's AP/HE belt. I will respond to your comment with my findings
not sure on this, but if the shells have the same speed and one is dropping faster they have likely programmed the shell drop rates relative to distance instead of time since that would be much more accurate in an online game with servers, latency, and packet loss. that would cause every shell to drop at the intended rate instead of the rate determined by the first shell edit: another reason i suspect this, in one of zneturions recent videos he modifies the petard to shoot at 5000 m/s in a custom game and the shell completely bugs out after 1200m. this is probably because of the programmed drop the shell could not possibly go more than 1200m normally, so the game doesnt know what to do with it after that. if they programmed based off flight time then the shell would have a max flight time and firing it at 5000 m/s should cause issues after X seconds no X meters
@@LiniykaIt's most definitely just air vehicles that are affected by it, you can somewhat easily test it using any vehicle with an HE shell in the same belt as APDS (Examples others have given being the Bradley, Italian 25mm guns also have a mixed belt in that way aside from the SIDAMs)
Great video dude. I'd just like to point out that pilot vitality does make a difference at lower BRs with more machine guns around - you're more likely to survive, especially in a head on, but if you do get hit by anything your pilot will turn into a gummy bear of reddish colour and you should 100% return to base because he'll become severely incompetent. Also, for helis, I like to prio reloading speed which as you said it's useless in aircraft. That's because I often need to rearm in ground RB without actually taking any severe damage.
It also doesnt matter that the theres 1 moAr HE round in the air targets belt for the German cannons as it has 1 more round overall so both stealth and air target belt output the same amount of HE rounds
I remember years back when the Sterling bomber with full payload, and no engine upgrades, would actually say a negative climb rate in the statcard. Which would pretty much mean the plane shouldn't be able to take off. Yet it could. That was when I learned the statcards are basically always wrong.
First off congrats on this video popping off! As a 8k hour player since 2013 youve actually taught me something about the velocity of my belts. Keep up the good work.
In 2013, in historical battles, reload speed used to actually matter and would often be around half the repair time with equal levels. Somewhere a year or two after, it broke. It only matters for arcade reloads now...
As a guy that flies bombers a lot (bite AB not RB) persition and accuracy on your gun crews do a lot. Yes those guys are bad. But 1 of those upgrades increases their engagement range. Having them fite 0.8 instead of waiting for 0.6 is huge. Its the difference of them at least firing at fighters when they get close to not firing at all. As most fighters tend to blow you up between 0.8 and 0.7. this helps allot if your crew has access to 20mm or higher whilst the enemy has nothing bigger than 50cal. As your guys might get the first hit that matters. weapon maintenance is also very important. As some guns have an overheat/jam rate that is rediculous by default.
wo.ws/46YUOn1 - check out World of Warships! Whether you like huge battleships, cruisers, destroyers, aircraft carriers or submarines - this game has them ALL. Using the link provides you with massive bonuses, so don't miss out!
this is a sin against the snail
the not giving a shit about this ad is beautiful
Very clever.
never
You have committed Heresy again!
I have already called the inquisition on you
Making a War Thunder video with World of Warships as the sponsor is diabolical work and I'm all here for it 😂
Both are bad tbf
@@NayuzAquaEh, they both have their ups and downs imho. I didn't have too much of a problem with WoW, but I didn't play hundreds of hours 😅
@@Phantom24425 I started playing this in 2016. The game is a mere shadow of what it was.
Bullcrap everywhere, events that you could do free to play now are wallet only, prices of real money things just go up and most of the time it's some bad ship.
There's also the feeling of the ships being more like a toy than a giant steel thing in the water. (I really hate but I still like to play it from time to time)
Still a fun game if you play with your friends, specially if it's PVE 😂
This is, in my opinion the best advantage that wows have over WT, the optipn ti grind and have fun with friends or alone doing PVE! (Sorry I get emotional over things that I have and love 😭)
@@Phantom24425 still better than what World of Tanks have become too tho 😂
@@NayuzAqua agreed. i stopped playing wot when the chrysler tank was added in with no weak spots on the front. clear pay to win tank
10:25 FYI, this ONLY WORKS IN AIR RB, AB & SIM, do NOT try this in mixed battles or it’ll count it as truly j’ing out
Always found this super annoying because it means can't change loadouts
It also makes your monthly kill per battle stats worse, because it counts as another respawn in the same battle, and the mechanic in arb uses respawns not battles
@@kilianfirebolt not like KB has a real value
@@oniceguard9205 it doesnt, just thought id mention it
If you do this in combined you can respawn the plane without using a back up but you have to pay the increased cost to respawn a backup. You can use it to change weapon loadouts.
having a WoWS sponsor in a waqrthunder video takes som nuts to do. respect
Actually Wargaming & Gaijin have been known to pull this multiple times in the past 2 years. But Gaijin kinda fails at it, because nobody in their right mind is going to support Naval over WoWs and that's where Wargaming is focusing their marketing.
i mean no one really plays Naval in WT,so whats the big deal
@@thatoldme1234
I really want to play naval, but there ARE no players and the time taken to find a match IS ABSURD
@@noobr1306naval is lots of fun with a buddy or two. There are a decent amount of naval players as well
fr
Quick thing I need to add: If you play air arcade battles rather than or alongside air realistic "reload speed" is actually one of the most essential skills you can get, up there with both G-tolerance and Stamina.
Shoutout to all the masochists playing top tier Air Arcade.
@@satanhell_lord The vowel man himself
@@redeocsirb4787 Indeed, praise be the vowel man for showing us peons the sheer madness of TTAA
Nah I maxed out my spitfires crew g tolerance, turns amazingly and barely ever overloads
@@piercecowley255 Ok fair for (especially early) Spitfires G-Tolerance and Stamina are more important skills than reloading. But when you're flying aircraft with guns larger than 7.7s weapon reload becomes more important, especially with cannon-heavy planes. I've been running 5.0 Russian as of late so reload speed really helps there.
Anyone remember when Gaijin scrubbed the wiki like, 4 years back? I did like, 20 whole wiki pages for low tier US planes and now they're still empty.
@@AevisPrime yep. Also remember when 1 day premium was 100 gold and 1$ gave you 100 gold lol. Gayjin failhard.
my favourite feature in air realistic is when a dude decides to fly frontal into my plane and is completly unharmed while my plane gets destroyed every time xD
mine is the obligatory team kill because of the russian plane i fly
the I-16. Yes, the Donkey from WW2. god forbid someone wants to fly a silly looking prop plane
There was an american pilot who rammed more planes out of the sky than he shot with his guns, so it's not even strictly speaking unrealistic.
aim better
Yeah I used to like more when you both just exploded if a frame of your planes colided. The new collision logic is just too inconsistent.
Nah, you're forgetting about the one where you pepper someone's wings with MG fire for multiple seconds and it just makes pretty lights appear. Then someone with the EXACT same armament pulls up on you and tears your plane into five different pieces with one burst.
it's amazing how the gunner AI turns the P-61 from what should be a complete and utter monster to an average interceptor
Used to be able to fly under bombers with it and shred them.
Compare the Black Widow in War Thunder (where the AIs are braindead) to the Black Widow in World of Warplanes (where they make logical decisions) and notice the VAST performance difference. WoWp spider will take on jets easily and that's after it got multiple nerfs.
Even worse you can't lock your guns forward. Which is something the P61 could do and usually did for non 'fly under and shoot up' missions. Imagine if you had your full frontal firepower. It's so depressing cos the p61 is absolutely my favorite American plane of WW2.
@@angelapolinar5343 WoWP still has inline servers?
Honestly it's insane I use stealth for well.. stealth, it helps get the shot in against more maneuverable targets before they start turning and become harder to hit
8:21 For bf-109 specifically, if you need to decelerate fast, turn auto prop pitch off and set pitch to 100%, it turns the propeller into a super effective airbrake. Don’t use it for too long tho it burns the engine.
Set it to 100% with the throttle reduced around 0-20% , you wont encounter overreving as much (this happens bc you already have high rpm in and setting the prop pitch high will overrev it pretty fast)
@@ELITE-xn3sh It depends on how much deceleration you want, full throttle for half a second is useful in some really intense dogfight and 0% works great to prevent overspeed in high angle dive.
And put it to 0 for prop feather, if your engine is out and you need to glide
@@Brazmannslittlegamingcorner Nah, Me 109 and specific German planes are set different. They allow manual prop pitch, and the engine RPM is corresponding to the torque. If you adjust prop pitch on any other planes, 100% means it's at the finest without exceeding the RPM limit. If you put it below 100%, it's putting less stress, increasing the thrust over stress ratio. If you are near max speed, typically adjusting the prop pitch around 85~90% works the best. Don't do it on German props, the engine will break out of stress because Gaijin surely uses a different system for German props specifically for whatever the reason. If you are climbing, just set it at above 95% with max radiator. Radiators actually increase the drag tremendously, wisely adjust the radiators, they do actually matter. The top speed changes around 60kph depending on the aircraft.
I still remember 2013, when a lot of people were telling that energy fighting was the most important thing in this prop game, but wonna guess how many people could actually explain how it works? NONE.
Not even "it's like a stamina bar in Skyrim that refills when you get more speed and depletes when you do maneuvers", only Speed = Energy. Yeah, thanks, fella, but how exactly am i supposed to use it? And when is it used? Only by meeting sertain people and flying with them i managed to learn SOMETHING, but not everything about energy fighting, this came much, much later.
Also i never knew about belts thing like wtf why is it even like this.
It's like this because..... gaijin!
Probably to help new players. It makes aiming simpler, at the expense of adding a conunterintuitive unexplained mechanic.
remember when people where excited to see cobras being executed?
You KNEW you were going to have a bad time if you were fighting spitfires and mustangs
energy fighting still is hard and depends on the plane
not to mention all those boom and zoom enjoyers. which is just a sad excuse for a plane that cannot dogfight change my mind
AM GONNA BOOM AND ZOOOOM AAAAHHH
I was expecting some random youtuber to just say "errhmm stat cards lie and I can prove it"
This is actually very helpful, thx.
Glad you liked it ❤️
@@Liniyka great thank you, now help us controller players
If you want good info, check the IL-2 Compare (HSFX) application that is part of the HSFX mod for IL-2 1946, there is also an app version (IL-2 Plane Compare) of it on the google store.
You will get comparison charts for Altitude vs TAS, Altitude vs Rate of Climb (ROC), climb speed vs. speed at Sea Level, turn times vs. Speeds.
Sadly no turn rates, but you can compare your aircraft to another. Which is rather important if you want to see how to fight a certain aircraft.
Look up "climb speeds warthunder" in your browser and click the first result. It's literally that easy. For anyone even SLIGHTLY versed in aviation, they would have looked up this before they even reached rank II. Also, this is a very popular document (I see it linked quite often on the steam forums) so this guy isn't like enlightening us or something, and he definitely didn't make it lmfao. That link was the only half-decent thing about this entire video.
15 mm now has much more damage than 20mm, i don't know why
try using tracers on MG151/20s, you can see that the spread is absolutely horrendrous even with spaded cannons. Which means the more accurate and faster 15mm shells will 'feel' to hit harder because it will be way more consistant when it hits something. Not to mention the infamous APHE shell in the 20mm belts that makes your hits even more inconsistant
It's because the German 20mm is horribly modeled in-game compared to other 20mm cannons, for example, the Hispano. When before real-shatter the German cannons used to be pretty good because they did consistently decent damage, and Hispanos were awful for onlybsparking and doing zero damage, but after realshatter it completely flipped because the snail didn't model the mine shells properly. Meanwhile, the 15mm shell did get properly realshattered.
15mm got realshattered, 20mm got realshittered
@@theporschetiger all Realshatter did was reduce the number of fragements that are created by shells with a Fragmentation effect. so any shells that do not contain anything considered "fragmentation" are better to use. it did also change the pattern of fragments, but the number of fragments is so low with fragmentation shells that its honestly worthless. some guy did a comparison of each shell and how it performed before and after.
@@Person4772 Ah damn, I must've been thinking of something else then
bro it was always like that because the 15mm got APC
Hey I just wanted to make a correction to your very first point. It might effect every _aircraft_ gun in the game, but the shell speed is definitely not the same for tanks. The Bradley's M792 belt for example, used to be 1 APDS followed by 3 HE shells. This was a problem because when you locked onto planes to fire at them, only the APDS's shell was calculated for the lead indicator of the IRST. Every other shell fired from the cannon would fall waaaaaaay short. (They fixed this by just making the APDS the last shell in the belt btw.) You can see this easily with any other tank autocannon that fires mixed velocity belts. If you just shoot at range you'll see the shell separation, and you can test it as well by just trying to hit targets with different shells from your belt at different ranges.
I recall in a thunder show video a very long time ago them saying the lead indicator uses the fastest shell in the belt.
indeed, thats why low fire rate mode for those kind of vehicles gets to shine on those when acting as AAs
It probably does work for every single *belted* cannon in the game.
The thing is, while the velocity stays the same, the actual *velocity loss* does not. Individual rounds still have their own drag characteristics and will lose velocity at different rates. The APDS would have very little velocity loss compared to HE (smaller profile, much denser materials are used), so while the starting velocity might be the same, the HE would still lose velocity faster and lead to different leading required.
This can be seen with this video from Alpakinator: ruclips.net/video/TCgWdNuoFpw/видео.html
TL;DR: Gaijin's system is even more convoluted, where the first round decides the velocity of all remaining rounds, but each round still has its individual drag parameters.
Tanks have a pen stat despite having a lot of shells but dont show something vital like acceleration, stab cutoff, gun accuracy or even vertical gunlaying speed, or if it has commander override, or can swim
Stab cutoff is the same for all tanks
7kph for shoulder stop
24kph for single plane
70smrh for 2 plane
Cmdr override is in xray, hp/ton gives a decent idea of acceleration
But yea all that should be in the stat card
Also armor stats are useless.
Isnt the HP/T rstio the only thing that dictates acceleration? Like they dont model torque so you can tell just bu the weight and HP.
@@robertharris6092 Depends on how the power is measured, but I assume it's engine horsepower (rather than cars, which are usually given brake horsepower or wheel horsepower figures.) The drive train of a tank probably eats a lot of power, in WoT there are (hidden) ground resistance stats for soft/medium/hard terrain to account for this. Plus in War Thunder acceleration is also dependent on the driver crew skill (gear change speed).
Pen stat don't mean shit either. You could hit the flat side of someone's hull and the shell randomly decides whether it actually does damage or not.
Reload speed and stamina for gunners ARE useful, if u fly something like Ju-188/288 (its basically a fighter) or G8N1, bc u actually do black out while controlling gunners + reload speed affects in-air reload
This entire video is nonsense lol
@@StryderFi i mean trying to explain war thunder is nonsense.
@@TerrorLTZ Not really. There are genuine, valid complaints elsewhere. This guy is simply bad product.
2:36 for anyone wondering, 65 m/s is about 234 km/h or about 28 burgers per truck more
Keen vision is actually quite important as you climb the plane tech trees because the faster vehicles shorten relative distances.
- In early/mid props, an enemy (un)spotted at 6km and closing isn't a threat until maybe a minute later
- In late props, he isn't a problem yet but you need a plan to deal with him soon-ish
- In early/mid jets, you've got about 15 seconds before the enemy engages
- In late jets, he's already slung a missile your way and is preparing another
Until you start entering BVR territory, being able to see and ID threats visually increases your survivability by allowing you to control your engagements better.
Oh trust me, realizing That your reaction time was obsolete chocked me hard not the first few sessions 😅
war thunder is a toxic ex
Truly, all us warthunder players understand what it’s like to be a battered housewife
Stop reading the chat. I dont pay no attention to that. I just play, Have fun or get frustrated and then log off.
it is and we are proud of it.
No lies
So so real
1:45. I use stealth in preference to air-targets on MG 151 for 3 reasons
1) While Air Targets has more HEF, the APHE shells actually do reasonable damage (check w protection analysis) while the Incendiary Tracer does nothing (again, check this). Lets say the IT round does nothing, and the APHE is half as effective as the HEF. Then the Stealth has 4/5 effective rounds and the Air Targets 4.5/6, 0.8 vs 0.75 so stealth actually does slightly more damage.
2)Stealth has an inherent advantage since the opposing player cannot see the trajectory of your rounds and dodge accordingly.
3)In the air targets belt, 1 in 6 rounds is a tracer. This means that the tracers appear at a very low frequency. This limits the effectiveness of tracers for guiding your aim, since by the time the next tracer shell appears, enough time has passed for the enemy to have ever so slightly changed his trajectory. The problem is made much worse if you like to/need to use short burts. All in all, on belts with a low proportion of tracer rounds, tracers can actually throw off your aim instead of helping it. This is of course a personal preference thing.
That velocity point he mentioned is flat-out inaccurate, too.
I also just opted to go stealth on every plane back when i played for the reason of aiming. I felt like the tracers were misleading me more than they helped me and while in the beginning stealth belts will make you miss everything when you eventually get the hang of how to aim it felt way more consistent to me at least
The second point was always my reason for picking it. ARB players border on being precognitive on an off day and my scrub ass had to use any advantage I could find just to have a chance to sneak up on one.
Rearm speed skill is crucial if you are playing Air Arcade.
Oh yeah, I guess I should have specified somewhere that this is for RB. Whoopsie!
@@Liniyka And to dig down further into the crew skills iceberg, the main reason behind investing skillpoints in g-tolerance and stamina + obligatory expert training is not the blackouts and retaining control during them, but the fact that higher g-tolerance makes your plane more responsive to mouse aim and allows you to pull quicker even without any g-load on pilot.
And Stamina makes your plane go in a more straight line making you arrive somewhat faster and lose less energy on basic maneuvers. Your crosshair also becomes less swaying within mouse aim circle, letting you snipe on long range headons or other firing solutions much easier.
@@Juhzizwait, is this true? So the reason my plane is wiggling within the mouse aim reticle, even when I am not moving it and flying completely straight, is because of crew skills?
@@conehed1138 yes. Some planes wiggle even if you have maxed pilots stamina at certain speeds, like F8U2 or Su-7b but thats just instructor shenanigans.
@@Liniyka also matters in SIM, because you may fully refuel and repair the plane, just to take off and realize that you took off with empty guns...
5.6k hours in wt and I actually learned something new from a RUclips video. I never knew that muzzle velocity was based on first round from a belt. I'm surprised to finally learn something new lol
11:48 yes, low tier fun tier. i love taking my german aa truck with 37mm cannon and do 15 kills XD
I love my Sd.Kfz.6/2 Halftrack.
8:14 When flying the 109's I always set radiators to 60%, it is just enough to never overheat on WEP. And the more radiator is open, the more drag your plane has, and the more speed it loses; so I wouldn't open radiators more than I really need.
Propeller pitch is actually important as 100% pitch at 0% throttle acts as an airbrake, and can destroy German prop engines in only a few seconds (note that it does not act as an airbrake if the engine is turned off)
Oooh, I thought the engine being turned off would help with making it act more like an airbrake, but I guess speed lowering more when the engine is turned off only applies to jets. Thanks alot for this information.
@@hunlepto2239 it seems to slow down by having the engine run at high rpm without generating a lot of thrust, and turning it off kills all the rpm at 100% pitch
I am a bit weird and usually try to have repair speed for a plane lower than rearm speed, I only do this so I can take off with less fuel than minimum if I suffered insignificant damage(since some planes have ridiculously large amounts of fuel). Im also just weird and enjoy not getting yanked back to the start of the runway cause taking off with less runway is fun
Hey, that's actually pretty cool. Repairing for 60+ seconds sounds like a nightmare though...
These are great tips!!! I’ve got over 1000 hours and had NO IDEA about the ammo belts. lol I’m about to nerd out
Great guide, but as a long-time MEC user, the advice to just set radiators to 100% without care is not a good advice, given that radiator can produce very noticeable drag. Every plane in the game has a significant difference in MEC settings and proper usage of it can maximize your plane performance while just not overheating. I recommend MOBB's guides on the WT forums, he has amazing charts for every plane in the game, save French ones.
Edit: I'm curious, but are you really sure the first round sharing velocity with every round is still a thing in the game? Because I just tested it in test flight, but the dispersion was noticeably bigger than when I used a pure belt.
In air simulator and helicopter battles landing completely undamaged in a random field will not count as a death and will not charge you silver lions. (Unless they changed it since the most recent update)
Do you do ressources recommandation for mastering the air simulator?
At full vitality a pilot can survive a headshot from 50cal and still fly.
Assuming air and ground crew have the same hp system, i hit a crew member on a AA chassi so no material in the way just direct crew hit, in his hip with a 20mm AP, it passed through the hip and out the other side and left him light orange.
Vitality can do a lot indeed.
Unfortunately doesn’t help when he’s hit with 2 or more 50s at the same time
@@johnboyxoxo yeah, its pretty much irrelevant when you consider .50s are coming out of a machine gun, at a high fire rate. one bullet is nothing.
also its pretty funny that just upgrading a stat lets a human tank a 50 cal to the brain. truly, our pilots are brainless.
This entire video is nonsense
@@selectionn It's this kind of nonsense that ultimately ruins this game.
Prop pitch on Bf109 (and probably some other German planes) is an interesting thing. Compared to other planes, those are very sensitive, if you activate manual prop pitch: too high values cause a significant energy loss (like a good airbrake) and may destroy your engine. Use this feature cautiously!
On certain planes vitality can make a difference during fuel tank fires. For example, a pilot with 0 vitality will die before Wyvern's frontal tank burns out. Full vitality pilot (+expert+ ace) almost always survives this fire, even at the beginning of the battle when the tank has more fuel and therefore burns longer.
Yes, totally! I wish more people knew about MEC, it's saved my life on so many occasions! I remember one occasion in my Bf-109F-1 when my cooling was totalled and my engine was damaged, I managed to limp back to base with a combination of prop feathering/pitch and radiators to 100% from the middle of the map! (I forget which, but it was one of the 4-base summer maps) It also helps with multi-engined planes, prop feathering allows you to decrease the drag of a broken engine, giving you a higher chance of making it back to base. MEC would help so many fighter/bomber pilots thanks for mentioning it :)
Also, I didn't know about leaving and returning in a match if your plane is undamaged, that's so useful!
Im pretty sure that a damaged engine that produces more drag then thrust is auto feathered or has its pitch and radiator set to 0 even without MEC and if thats NOT the case, gaijin is truly retarded, this is something i need to test fr
I avoided MEC for years because mixture and prop pitch can really mess you up if you don't set them right.
My imagine my shock when I learned mixture is not modeled for 99% of aircraft and prop pitch should almost always be 100%
Still wish you could automate supercharger gears, it's the only downside of using MEC
You can j out after repairing if you want to change the loadout. Would be useful in GRB, but forfeits your plane there.
@@jmarttal Tested it, even on auto engine control, the plane will auto feather the prop.
Btw, the main advantage is a technique known as prop breaking, and for some planes you can store some energy as rpm to use in a vertical but is seldom useful.
The best way to use MEC in an actual flight is to use it as an airbrake, cut engine, set prop pitch to 100%, open radiators wide,
Bois, mixture level makes absolutely no difference at all, you can see the fruits of your labor in the browser map, see the options menu you can find the setting, open map in browser. It will give you detailed info about all parts of ur plane
god damn about the ammo belts, i always thought that mg151 used stealth because they ensured the first bullet to shoot down the target, i didn't know about hte velocity
this and everything else is a very much welcome information. I hope nobody lynches you for letting the cat out of the bag.
When using german short 30mm, always use night ammo
No more hits that do nothing, usable tracers
Just a tip for those of you that are daring enough.
Some gunners in bombers and attackers can be very deadly IF you can fly ( dog fight ) while on gunner view. The RUclips channel Smigol is proof of this. And absolutely dominating and trolling enemy players whilst killing them with your gunner is one of the biggest *BIG*🍆 things you can do.
The vitality and reload perk are important here because it affects the speed at which your gunner reloads. Weapon maintenance is also an important skill in this regard, allows you to fire for much longer without jamming ( useful for gunners for obvious reasons).
Lastly over time you should max out the weapon accuracy and precision skill to help you out when you are playing CAS in ground RB and to give yourself the best chance to make it out alive while on a bombing run ( yes they can kill too, but it’s more of a diversion).
Dogfighting unsuspecting enemy planes with bombers and attackers is very fun but a hard skill to develop. Feel free to ask any questions I’m happy to answer.
@@L-P-V word.
I like my "unapproachable" title. Ty Smigol.
Back in the day when IL-28 was added and it was 6.7 I absolutely loved to fly it. It was unbeatable, you could kill anyone with those nasty 23mm guns.
Later I switched to Canberra with guns, it was also a beast. Maneuverable, unlimited ammo and insane engines, albeit not very high top speed. Don't know about now, as I haven't played the game in years.
Wob ad in wt is nuts 4:03
FR
Another fun point regarding ammunition is the Hispano SAPI, it is an entire shitshow circus of its own:
1. First it was an HE with a 1,5m fuse delay. Meaning it was meaningless and had no kinetic damage since HE damage model only implements the chemical and fragmentation damage.
1.5 Then it became a functional HE, but with less filling.
2. In 2.19 it finally got a kinetic (AP) damage model and its filling was switched to the current, correct one (incendiary mixture with little to no HE features).
BUT
It had since then remained with the old HE fuse settings, that are 0,3m delay and 0,5mm sensitivity.
That results in SAPI's kinetic damage being nullified if it doesn't xonnect with a module withing the 30cm after penetrating aircraft skin. Which is really not a lot, believe me. In some cases shooting a cockpit directly from the side won't kill the pilot because the SAPI will self-destruct in front of his face.
And no, it shouldn't, because it relied on the energy of the collision and round deformation to ignite the composition. And a 130-140g round with an AP nose instead of a fuse flying at a muzzle velocity of 800+ m/s should not deform that much from penetrating 0,5mm of duralumin. During the trials it had to penetrate 60cm of sandbags as an example.
And yes, I'm also this petty about the matter because my bug reports on the topic have been ignore for 2 years straight despite having multiple sources and 0 contradictions.
No wonder all my british planes weren't killing shit after dumping all their ammo into the wings
"Don't spend points on vitality"
Worst imaginable advice for CAS.
Ptsd flashbacks to my pilot getting domed by a 7.62 coax...
Good. CAS players are the worst.
@@svenneumann2816 This guy can't hit planes. Point and laugh!
8:45 another thing about the supercharger gear switch.
Yes, you can play it by ear and switch when you feel like you are losing power, but the truth is that by the time you can feel that, it is far too late and you have already lost a lot of climb performance.
3-4km is just okay as a general rule. There are quite a few planes that switch between 2 and 3, like Yaks, and some planes that switch at even lower altitudes, like that bearcat you were flying.
An easy way to remove thought is to download a program called WTRTI, which displays information about your plane measured in real time on the screen. Its not a cheat, its 100% allowed and what it can do is display your current engine power. So, if you switch gears and have LESS power, then its too early so switch back. If you switch gears and gain a LOT of power, you probably switched too late. Ideally you can time it so that the point where you switch gears is the point at which the Gear 2 power overlaps the Gear 1 power
Rearm speed is important in air/naval AB as it lets you commit more bombing runs before someone catches up with a fighter / gets you wirh AA guns
You can slow down faster for landing by setting prop pitch, oil radiator and water radiator to 100% but be careful you can destroy some aircrafts engines by doing it.
5:18 end ad
A trick you can use in high G load pulls is setting pitch trim, if you set a button to put elevator trim +100% you can stay in the high G turn even though you are blacked out. For prop trim, it is good to learn how to drop it to low percentages in planes that are slow like Zeroes or Ki-43's during dives, cleaning up the drag from the propeller can make a world of difference when diving after faster aircraft.
10:40 Man, the plane's reload speed is REALLY USEFUL in plane arcade battles.
And I personally only play with planes in the arcade, because I don't understand how realistic battles work, like, why am I forced to only use a single plane if I have 5 available?
I spawn at the airfield and by the time I get to the combat zone I've already lost 10 minutes just flying there, and when I arrive I immediately die to a guy doing BoomNZoom above me.
Yeah, I'm the same way, I find ARB to be incredibly boring. Too slow paced, and like you said, it takes too long to actually get to the fighting.
reload speed has a big impact in air arcade
I only use Stealth, Armor Piercing, or Miengaschoshen bullets. I never use tracers
I've used a differential in Rearm/Repair speed to rearm my plane without repairing (and thus refueling) the aircraft. That way you can take off again with a full load of whatever and greatly reduce fuel load. Only ever done it in the Wyvern.
Same, don’t really notice that big of a difference in performance though
Only do this if you actually have a meaningful time of fuel left in the tanks
But if you are damaged and want to repair you'll have to wait longer
Gayjin likes to fuck me over with the worst hit detection on my guns.
I put points into reload speed so I can rearm quickly.
It also helps when I carry bombs and want to drop them all for better air combat, but don't want to wait a fking eternity to get them back. Super useful on bombers and strike aircraft.
0:35 As someone who started playing "back in the days" and as someone who tested out every plane and ammo type and capabilities of...I still do the same. I just love finding out new little stuff by my own.
Btw this video is on point 👌
When you play sim battles, some planes overheat also when you open radiators to 100%. A7M1 for example have different engine temps in realistic and sim battles.
I focus Vitality in the tree. Stops you from getting one shotted in the cockpit all the time
10:20 u can have damaged gears or flaps and leave, only if that damage was caused by you and not by anyone else
I am actually the guy that gets Teamkilled at 0:50 dont know how I realised that
Oh man, that crew training advice. Tell me you play only RB without saying "RB".
i have 3000 hours+ and know so many secrets, hope this video mentions them, (like the
reload speed actually matters in sim. in sim you dont get reloaded automatically with the repair. and if your fuel is not full at the reload, then another reload timer starts for reloading a fuel tank
As a tanker i never knew of the oil cooling mechanism. For tanks a useful mechanism is using manual mode for the transmission. The low driving skill for the crew can be negated if you use manual. And i still use it frequently with max crew because it gives me speed and torque control.
Do you play whith the pneumatic mechanism?
I think that you bit overstated ease of supercharger speed switching, with corsairs having 3 of them each different for almost every major version.
Prop pitch is bit more complicated for Mustangs (which for some reason have only manual PP for Merlin version which is ahistorical as moust important feature pf mustangs where excellent PP governours), J21 which require MEC and manual PP control to be playable. 100% PP will increase your drag making your turns tigher while reducing it down will lessen effectiness of it but reduce drag making top speed faster
Rearm Speed is actually super useful in a niche case.
If your plane is burdened with way too much fuel, you can keep one more point in rearm speed than repair.
This allows you to land and only take ammo, you can skip refueling and making your plane heavy.
This can surprise enemies late game. Many assume if you land, that you’ll be quite heavy taking off. Many planes really go crazy with only few minutes of fuel.
Fun add, the 150oct fuel on the spitfires change the base power on the Xray, except that not really for the sake of simplicity, just keep the max take off power setting in mind with that mod.
Also i didn’t about the belt muzzle velocity of the first round so, thanks for the info 😮👍🏻
Warthunder fact: 68mm pen belts of gepard can do a lot of damage than 127mm pen shells
Please do a video about the BR interval in ground realistic battles. It is too wide (+1.0) and even if it results in unfair games, Gaijin still keeps it. Arguing about more variety (good reason, some countries don't have some BR) and that it improves retention. And that people hate waiting (now the matchmaking is almost immediate, if they did +0.7 in peak hours, it would be seconds, e.g. not a problem).
Now I believe +1.0 matchmaking increases retention by putting every player top tier +1.0 in 10% of games. In those, he can shine, because +1.0 or +2.0 (because most people don't have full lineup) gives you great advantage, even greater than in planes. It gives the top player a dopamine boost, because he has great game, even if he plays bad overall. And then he is willing to suffer through 9 more games when he gets beaten, just to get his glorious top tier.
For the segment about bomber skills... they definitely do matter, G-Tol and Stamina still play a prominent roll in more manueverable bombers so you can pilot while still using your gunners to shoot back without them blacking out. Fire accuracy and precision increases their minimum engagement range and essentially makes their lead and cohesion better. And for some planes the number of experienced gunners increases the amount of crew they have. Namely things that have waist gunners and the like, without the upgrades it'd be one gunner to operate both guns, and with the upgrades you have a second gunner to operate the other gun.
Im actually curious as to what people bind their numpad to. I've seen so many different things. I got trim controls, right alt combo for head/seat position, left alt combo for radar position, and for ground its suspension (hydraulics)
actually vitality are not useless if you play at lower br, you wont be happy to get pilot sniped with 7.62mg all the time, while full vitality can survive 12.7mm round or if you're lucky 20mm
What? No. I run stealth because enemies don't see it coming
THE BELT THING! HOLY SHIT! I always felt like my lead would get messed up when I changed certain ammo types and figured there was a significant difference between like universal or ground targets but man that makes so much more sense.
To be good at this game, you have to invest time and knowledge.
another thing that i just realize recently: the AP/AP-T round on some belts are not always solid shot and is actually a pseudo APHE. this is important because when you fight head on you expect AP to be able to pilot snipe through the engine, but some AP explodes before it is anywhere near the cockpit compartment
Quick debunk here, no not all shells in the belt have the same velocity as the first round. Go test the Bradley with apds belt or even default (1 apds/1 he) and its a very clear difference in velocity. Idk if you are claiming this for air only, or clarify it is on specific guns cuz maybe that would be true since Gaijin is wildly incompetent in their explanations, but this definitely isn't true for all belts in game.
just so everyone knows the stat cards are done with no fuel in the plane and historstoicarcical data that is public inforfmation and people actually takeing there time to send in the data that they do it is always getting ajusted btw it will never be correct its just an aprrox without fuel
Vitality is actually some what useful, it could be the difference between that small piece of scrap killing your pilot and just injuring him.
Your also playing realistic mode, some of the skills don't apply to anything but Simulation mode which I think you should mention in this video.
9:54 this is 100% not true i had so many times when i got one tapped by my pilot dying in the first shot
It's really weird that the game doesn't automatically adjust things like radiator values... kinda helpful to know this for 109's, since those overheat so bad w/ WEP (speaking of, I really wish there was an option to toggle a timer, like you can for fuel, so you can keep track of how much WEP you have left -- since some planes seem to have infinite WEP, and others have very limited WEP). Also leaving your plane after landing before the reload/repair timers are done, even if your plane LOOKS completely undamaged, can be... inconsistent, and there's a chance you bail-out and be considered dead -- but, you can freely J-out after the repair/reload is done and you can change your plane's loadout, fuel, ammo, etcetra.
I use stealth because I can't really depth percept with tracers anyway due to bullets already being super small and not seemingly changing in size as they get further away, and have a good enough sense where to lead without them. and i like the enemy not knowing they're getting shot at until their plane is already flaming and falling apart.
I swear the ammo belt speed has been changed in the last patch (at least ground RB). I can clearly see my AMX-13 DCA 40 (40mm spaa) having different bullet drop between AP and HE
I was about to comment that gaijin and wargaming have a lot of similarities with their modus operandi.
Let's say the sponsor segment surprised me a little bit.
I have a B-17 crew with maxed gunners. Its always funny watching a 109 AFK chase me and get melted by the tail gunners
@@lordshaxx4693 how can someone chase you if they are afk? This makes zero sense.
@I-named-my-pig-mohammed I ment they just fly in a straight line at me, making no attempts to dodge or anything
Cartridge velocity thats imposed on all rounds in the belt isnt even bad and its still better than literally any other game in existence in regards to variation and intuition
That information about the belts is probably gonna change everything about how I loadout my planes :O
I wanna look into manual engine controls... don't know what I'll map them to, though, since I'm already using the numpad for missiles rockets and bombs ahaheheh ~
Isreal tech tree tips
-it’s boring until merkavas
-merkavas are a gamblers’ wet dream, you either continuously draw aces and don’t die or draw a friggen 2 and immediately die
-the funny proxy fuse HE on the Merk 3+ is good
This video is incredibly useful! I would love to see a similar format video for Ground vehicles if possible, Cheers!
Thank you! I'm afraid I am FAR less knowledgeable when it comes to tanks, so you'd have to ask someone else
Fun fact, having rearm skill higher than repair can actually be detrimental to your return to the fight.
This is because if you take damage to a wing where you have weapons and lose the wing part with the weapons, the rearm will go faster, rearm everything but the one on the damaged wing due to there being no hardpoint to put it on. You'll end up with 2 separate wait times, first for the repair and then another for the 2nd rearm unless you do the j out trick
Someone should do this for the Tanks too.
Is Protection Analysis useful? What is volumetric in war thunder? How much Is RNG used in determining what can pen the armor? Why do certain shells with less TNT filler do as much or more damage post pen compared to the same caliber and type shell with 3 times the TNT? RNG? How much Bias actually exists in game ? etc etc.
Bro. . . 3:47
Ive played for 1900 hours and i had NO IDEA about those shell mechanics on plane belts
I can't stress enough how much i want to thank you❤❤❤
Welcome to WT! Anyone else remember when Gaijin got caught putting a an extra armor plate into certain Russian tanks? Or how you can now take out the carousel autoloader on a T90M and nothing happens?
is the thing with belts only for aircraft? When I have APDS and HE in my ADATS it feels like the HE drops quicker
Afaik it does affect tanks that use belts instead of single shells
@@Liniyka maybe its just an illusion. I will test this with some different belts and see how far/how much drop shells get within a belt like the bradley's AP/HE belt. I will respond to your comment with my findings
not sure on this, but if the shells have the same speed and one is dropping faster they have likely programmed the shell drop rates relative to distance instead of time since that would be much more accurate in an online game with servers, latency, and packet loss. that would cause every shell to drop at the intended rate instead of the rate determined by the first shell
edit: another reason i suspect this, in one of zneturions recent videos he modifies the petard to shoot at 5000 m/s in a custom game and the shell completely bugs out after 1200m. this is probably because of the programmed drop the shell could not possibly go more than 1200m normally, so the game doesnt know what to do with it after that. if they programmed based off flight time then the shell would have a max flight time and firing it at 5000 m/s should cause issues after X seconds no X meters
@@StealthySpace7 I'm interested too
@@LiniykaIt's most definitely just air vehicles that are affected by it, you can somewhat easily test it using any vehicle with an HE shell in the same belt as APDS (Examples others have given being the Bradley, Italian 25mm guns also have a mixed belt in that way aside from the SIDAMs)
Great video dude. I'd just like to point out that pilot vitality does make a difference at lower BRs with more machine guns around - you're more likely to survive, especially in a head on, but if you do get hit by anything your pilot will turn into a gummy bear of reddish colour and you should 100% return to base because he'll become severely incompetent. Also, for helis, I like to prio reloading speed which as you said it's useless in aircraft. That's because I often need to rearm in ground RB without actually taking any severe damage.
It also doesnt matter that the theres 1 moAr HE round in the air targets belt for the German cannons as it has 1 more round overall so both stealth and air target belt output the same amount of HE rounds
I remember years back when the Sterling bomber with full payload, and no engine upgrades, would actually say a negative climb rate in the statcard. Which would pretty much mean the plane shouldn't be able to take off. Yet it could. That was when I learned the statcards are basically always wrong.
Dont forget rangefinders, istg they lie to me so often its amazing, even laser rangefinder lie to me
That's complete cope lmfao. My IKV 91 works VERY well. Also, the manual rangefinder is meant to be jank; it's literally somebody's eyes.
Reload Speed is absolutly crucial when playing Arcade. Do to In-Air reloading.
the most extreme example of the stat card is that many supersonics have 2000km/h but aren't capable of this.
I always stealth more mg151 anyways because airtargets barely have any tracers anyways
First off congrats on this video popping off! As a 8k hour player since 2013 youve actually taught me something about the velocity of my belts. Keep up the good work.
Thank you, will do!
In 2013, in historical battles, reload speed used to actually matter and would often be around half the repair time with equal levels. Somewhere a year or two after, it broke. It only matters for arcade reloads now...
As a guy that flies bombers a lot (bite AB not RB) persition and accuracy on your gun crews do a lot. Yes those guys are bad. But 1 of those upgrades increases their engagement range. Having them fite 0.8 instead of waiting for 0.6 is huge. Its the difference of them at least firing at fighters when they get close to not firing at all. As most fighters tend to blow you up between 0.8 and 0.7. this helps allot if your crew has access to 20mm or higher whilst the enemy has nothing bigger than 50cal. As your guys might get the first hit that matters. weapon maintenance is also very important. As some guns have an overheat/jam rate that is rediculous by default.
i saw a liniyka upload, dropped what i was doing, sat down and watched. fantastic video as always
Thank you!
5000 hours. I did not know about the belt bullet velocity. damn
Like the engine stuff
NO WAY YOURE DOING A WARSHIPS AD IN A WAR THUNDER VID IM CRYING